The Japanese developer behind .hack and Naruto's fighting games
In short: From its origins in Fukuoka to high-profile collaborations with Bandai Namco, CyberConnect2 has shaped iconic gaming franchises. Yet, their journey includes a high-stakes departure from a major project and a strategic shift toward international markets that saw a Canadian studio close its doors.
Founded on February 16, 1996, as CyberConnect in Fukuoka, Japan, the company underwent a name change to CyberConnect2 on September 16, 2001. The developer is most recognized for its close affiliation with Bandai Namco Entertainment, specifically for creating the .hack series and various Naruto fighting games. Additionally, their Little Tail Bronx franchise is famous, featuring games such as Solatorobo: Red the Hunter, Tail Concerto, and Fuga: Melodies of Steel. The studio's diverse portfolio also includes the Little Tail Bronx series. This collection encompasses titles like Tail Concerto and Solatorobo: Red the Hunter.
The company's history is marked by significant structural expansions and shifts. In 2007, they expanded production beyond games by forming Sensible Art Innovation for the .hack//G.U. Trilogy and LieN for music composition. They further grew by opening a Tokyo studio in 2010 and a Montreal, Canada studio in 2016. Nevertheless, global growth was hindered when the Montreal-based branch shut down in July 2023, following seven years of activity. Looking ahead, the company announced plans to open a third studio in Osaka in early 2024. This expansion included establishing a Tokyo-based office in 2010. This move preceded their initial foray into the international market.
CyberConnect2's reputation also includes a notable departure from a major project. In March 2015, they were tasked with developing Final Fantasy VII Remake, a photo-realistic role-playing game utilizing Unreal Engine 4. However, by May 2017, the company announced they had left the project due to what they described as unreasonable management from above, leading Square Enix to move the remaining development in-house. The project was intended for a global audience. It aimed to use physically based rendering techniques.
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- Summary by Intellect · source: CyberConnect2
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